Hey Christoph, Yeah I'm being cautious not to claim too much until it's done and working all the way. If it helps put it into perspective, I'm a professional game programmer w/ a little over a decade of experience. I just wanted to make sure i had my ducks in a row on this side of things in case it works out. It's going pretty darn well so far! Thanks for the info! On Sun, Oct 23, 2011 at 4:23 PM, Christoph Harder <shadowomf@xxxxxxxx>wrote: > Hello, > > I would also recommend to write a paper and a sample application and put it > in your CV/on your website. > > Don't take it the wrong way, but making any money with this is hard, > because: > -realtime raytracing is possible for quite some time (take a look at heaven > seven a 64k by exceed, release 2000) > -there are many free algorithms that improve the performance of raytracing > -if your technique isn't working with complex scenes (more than a few > primitives) it can only be used to test bounding boxes. Try comparing a > scene with many objects at a high resolution to 3ds/maya/blender, do use > similar features (don't activate GI in 3ds if your raytracer doesn't support > it). > -your timings are impossible to interpret, is your baseline an optimized or > a naive raytracer? > -is it also scalable at more complex scenes and higher resolutions? now it > seems to be scaling almost linear, but what happens if the hole scene does > not fit in the cache? > > For the actual legal stuff you should really go and see a lawyer. > However as mentioned in a post before, in many countries you do have the > copyright for your own work without registering it. > For example in germany I can put a (c) 2011 Christoph Harder at the top of > my source code. Of course it doesn't automatically mean the algorithm is > protected. > > Wish you good luck and happy raytracing. > -Christoph > > > On 24.10.2011 00:57, Peter Mikelsons wrote: > >> IANAL but that sounds like a patent. OTOH it's probably been done before >> and making a patent as a little guy is Very Hard. Probably your best hope is >> to publish a nice paper for your CV. >> >> -- Peter Mikelsons >> On Oct 23, 2011 10:57 AM, Alan Wolfe<alan.wolfe@xxxxxxxxx&**gt; wrote: >> >> Hey there guys, >> >> I recently had some ideas for helping achieve real time raytracing that >> I'm starting to implement in HTML5 of all things. I'm using javascript >> to show more dramatically how it improves things, and also make it more >> accessible / cross platform than a stand alone exe. >> >> >> >> There are some caveats to what you can and can't do with it (ie certain >> actions cause massive slowdown, while others are virtually free) but so far >> i'm getting pretty darn good results! >> >> To give you an idea, at 300x300 in a simple scene of 2 spheres, a plane, >> and 2 point lights, with shadows, reflections (up to 5 bounces) and phong >> shading, without my techniques, I get: >> >> IE: about 0.75 fps (1333ms) >> >> Firefox: about 1.5 fps (667ms) >> Chrome: about 0.5fps (2000ms) >> >> With my techniques in place: >> IE: about 8 fps (125ms) >> Firefox: about 7.5fps (133ms) >> Chrome: about 38fps (26ms) - yes really! >> >> >> More complex scenes don't invalidate my techniques, they still works >> great. It definitely gets slower with higher resolutions but not >> unreasonably so, but for instance, in chrome at 800x600 i still get about >> 6.5fps on my 3 year old laptop (and i haven't fully implemented everything >> yet). I shudder to think what it could do in a native language! (i >> intend to port it when finished with the html5 implementation) >> >> >> Anyhow, what does one do with such ideas? I don't think anyone else >> has done what I'm doing before but i could be wrong (i couldnt find anything >> via google). Also, my current employer didn't have me sign anything >> that says they own all things i create outside the office (unlike previous >> employers!) >> >> >> >> It being javascript, anyone who sees it has access to the code which >> presents a problem. Should i put some kind of copyright notice in >> the >> source or something? >> >> I read up a little on patents and it seemed like they were really >> expensive for legal fees etc (20k in USA at least). Also, one thing i >> would hate is to have come up with a nifty technique, only to have a large >> company buy it from me and charge others to use it / prevent others from >> using it - IE like the "carmack's reverse" drama. >> >> >> At the same time, it would be nice to have some credit somehow. >> Something to put on my resume (published paper or something?) and ya know... >> if there is any money to be made on it without being evil, that would be >> nice haha. >> >> >> >> So, does anyone have any idea what to do in this sort of situation? >> >> Thanks for any insight! >> >> >> > --------------------- > To unsubscribe go to > http://gameprogrammer.com/**mailinglist.html<http://gameprogrammer.com/mailinglist.html> > > >